Author Topic: cloaking and directx?  (Read 1710 times)

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Offline Inquisitor

cloaking and directx?
What's required here?
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Offline Fry_Day

  • 28
Re: cloaking and directx?
Quote
Originally posted by Inquisitor
What's required here?


I might take a look at it once my CVS woes are sorted out

 

Offline Inquisitor

I have no idea why you can't get cvs working properly,  iam stumped, you sound like you have everything setup correctly :(
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Offline Fry_Day

  • 28
Notice to everyone: I'm using CVS for the first time. My apologies if I screwed anything up. my changes are minor ones in grD3DCalls.cpp, grD3DTexture.cpp, and grD3D.cpp for glowmapping.
For RT's speech stuff, I added fsspeech.cpp, fsspeech.h, speech.cpp and speech.h in /code/sound, and modified the following - FreeSpace.cpp, MissionBrief.cpp, MissionBriefCommon.cpp, MissionDebrief.cpp, MissionLoopBrief.cpp, MissionMessage.cpp, RedAlert.cpp, and TechMenu.cpp. To enable text-to-speech (in case no wave file is provided) at compile-time, you need to add FS2_SPEECH to the preprocessor definitions under project settings, and you must have the Microsoft Speech SDK v5.1 set up and linked to the executable.
Text-to-Speech is still not completely finished - if you hit escape while it is playing a message in-game, the message will not pause, and other such small problems still exist. They are simple to rectify, as the speech code is exceedingly simple.

  
Seems as though its the same basic idea as what was done to have cloaking work in OpenGL. Essentially we set the second D3D texture stage to the cloaking 'energize' effect and then increase the alpha value of the underlying texture or the object to full.